import pygame from pygame.locals import * import sys import random import time pygame.init() vec = pygame.math.Vector2 HEIGHT = 450 WIDTH = 400 ACC = 0.5 FRIC = -0.12 FPS = 60 FramePerSec = pygame.time.Clock() displaysurface = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Game") class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((30, 30)) self.surf.fill((128, 255, 40)) self.rect = self.surf.get_rect() self.pos = vec((10, 360)) self.vel = vec(0, 0) self.acc = vec(0, 0) self.jumping = False self.score = 0 def move(self): self.acc = vec(0, 0.5) pressed_keys = pygame.key.get_pressed() if pressed_keys[K_LEFT]: self.acc.x = -ACC if pressed_keys[K_RIGHT]: self.acc.x = ACC self.acc.x += self.vel.x * FRIC self.vel += self.acc self.pos += self.vel + 0.5 * self.acc if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos def jump(self): hits = pygame.sprite.spritecollide(self, platforms, False) if hits and not self.jumping: self.jumping = True self.vel.y = -15 def cancel_jump(self): if self.jumping: if self.vel.y < -3: self.vel.y = -3 def update(self): hits = pygame.sprite.spritecollide(P1, platforms, False) if P1.vel.y > 0: if hits: if self.pos.y < hits[0].rect.bottom: if hits[0].point: hits[0].point = False self.score += 1 self.pos.y = hits[0].rect.top + 1 self.vel.y = 0 self.jumping = False class Platform(pygame.sprite.Sprite): def __init__(self): super().__init__() self.width = random.randint(50, 100) self.surf = pygame.Surface((self.width, 12), pygame.SRCALPHA) self.rect = self.surf.get_rect(center=(random.randint(0, WIDTH - self.width), random.randint(0, HEIGHT - 30))) self.point = True self.speed = random.randint(-1, 1) self.moving = True self.draw_rounded_rect() def draw_rounded_rect(self): pygame.draw.rect(self.surf, (0, 255, 0), self.surf.get_rect(), border_radius=6) def move(self): if self.moving: self.rect.move_ip(self.speed, 0) if self.rect.left > WIDTH: self.rect.right = 0 if self.rect.right < 0: self.rect.left = WIDTH def check(platform, groupies): if pygame.sprite.spritecollideany(platform, groupies): return True for entity in groupies: if abs(platform.rect.top - entity.rect.bottom) < 50 and abs(platform.rect.bottom - entity.rect.top) < 50: return True return False def plat_gen(): while len(platforms) < 6: width = random.randrange(50, 100) p = Platform() while check(p, platforms): p = Platform() p.rect.center = (random.randrange(0, WIDTH - width), random.randrange(-50, 0)) platforms.add(p) all_sprites.add(p) PT1 = Platform() P1 = Player() PT1.surf = pygame.Surface((WIDTH, 20), pygame.SRCALPHA) pygame.draw.rect(PT1.surf, (255, 0, 0), PT1.surf.get_rect(), border_radius=6) PT1.rect = PT1.surf.get_rect(center=(WIDTH / 2, HEIGHT - 10)) PT1.point = False PT1.moving = False all_sprites = pygame.sprite.Group() all_sprites.add(PT1) all_sprites.add(P1) platforms = pygame.sprite.Group() platforms.add(PT1) for _ in range(random.randint(4, 5)): pl = Platform() while check(pl, platforms): pl = Platform() platforms.add(pl) all_sprites.add(pl) running = True while running: for event in pygame.event.get(): if event.type == QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: P1.jump() if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: P1.cancel_jump() P1.update() if P1.rect.top > HEIGHT: running = False displaysurface.fill((255, 0, 0)) pygame.display.update() time.sleep(1) if P1.rect.top <= HEIGHT / 3: P1.pos.y += abs(P1.vel.y) for plat in platforms: plat.rect.y += abs(P1.vel.y) if plat.rect.top >= HEIGHT: plat.kill() plat_gen() displaysurface.fill((0, 0, 0)) f = pygame.font.SysFont("Verdana", 20) g = f.render(str(P1.score), True, (123, 255, 0)) displaysurface.blit(g, (WIDTH / 2, 10)) for entity in all_sprites: displaysurface.blit(entity.surf, entity.rect) entity.move() pygame.display.update() FramePerSec.tick(FPS) pygame.quit() sys.exit()